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[Kronos] Mordu's Legion

First post First post First post
Author
Sniper Smith
Center for Advanced Studies
Gallente Federation
#961 - 2014-05-22 05:10:26 UTC
Chessur wrote:
The battleship in particular struggles the most in this respect. Please consider adding some type of innate missile application bonus for both ships. If an application bonus is not added, the Orthrus will be yet another LML ship- and the Barghest will be useless outside of rapier / huginn gangs.

Thank you for your consideration.

Don't agree on the Cruiser issue, but on the battleship, total agreement. Some, ANY kind of application bonus. Given the Scram range and Missile Speed bonus, Cruise missiles obviously aren't in mind.. torps are.. and Torps suck at applying damage. An explosion velocity bonus, either replacing the damage bonus in a per level situation (and a fixed damage bonus applied to the hull) like a Vindi, or the reverse with a fixed application bonus would go a long way to make this ship viable. What's the point of a long range scram, if you aren't gonna be able to apply that DPS ?

I see the BS working best paired up with Vindi's and/or Bhaal's... This ship keeps them on grid, the others web's keep them slow, then they all pounce and pound away. As I see it, this BS should be giving a Vindi a run for it's isk, in both DPS, and the ability to Apply it. But if not the former, then the latter for sure. I mean a Vindi has what are considered the best mix of bonus, some say OP, but to them I say shove it. It has MASSIVE damage, Damage Application (tracking), and the ability to keep prey close.. Combined with being one of the fastest BS's, and fitting a solid tank. I think this is where you should look for inspiration for the BS.. More DPS, Application bonus, just making it far more viable. I mean the speed bonus is nice, but aside from a few edge cases (firewalls) it's really not an application bonus on the BS level.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#962 - 2014-05-22 05:33:49 UTC
missiles are fine, fix links. also full speed mwd provides damage reduction.
Starfall Achura
Angels of Achura
#963 - 2014-05-22 05:47:47 UTC
CCP Fozzie wrote:
Hey everyone, dropping by to let you know that we're not ignoring this thread. CCP Rise is out sick at the moment otherwise he'd be passing the reminder along himself. We're keeping up on all the feedback.


Please tell CCP Rise that we all hope he gets over his Man Cold soon Lol
ZecsMarquis
The Northerners
Pandemic Horde
#964 - 2014-05-22 06:00:36 UTC
Chessur wrote:
To whom it may concern.

The mordu Frig looks amazing.

However the cruiser, and BS- have some very serious issues.

Having spent a long time in EFT look at both ships, I would like to make this point regarding both ships.

Lets start with the Orthrus.

Currently, it is expected to fit this ship with HMLs, or HAMs. Because the ship has no innate application bonus, I have created fits that have 5% application implants, Standard crash on, Dual T2 rigors in an attempt to fix the problem. Even considering that most of your targets will not be running an MWD, the damage application is still abysmal. Anything that is skirmished linked, or anything non linked that is cruiser and below- easily tanks the large majority of your damage. This application is so poor in fact, that fitting the Orthrus with Light missiles, no application rigs / implants / or Crash- allows for almost doubole the DPS when applied to all targets Cruiser and below.

HMLs and HAM's need work. They are sub par to any other medium weapon system currently, and fall far short of Pulse lasers, and railguns. While I realize that an entire missile rework is quite a bit to ask for I was hoping that you would make some concessions for the ship bonuses. Please consider adding a 5% application bonus to medium missiles, give the orthrus something to help apply its damage. Because in the current iteration, the LML fit is far superior to any other.

Lastly, I wanted to mention the Barghest. Currently the only viable missile battleship in game, is the cruise typhoon. Fit with dual rigors, implants, and crash- the typhoon with its native application bonus is a very real threat, and a viable ship for solo / small gang. the ONLY reason the typhoon is superior to all others, is because of the application bonus. Large missiles, like medium ones are all abysmally poor weapon systems when you compare other BS weapons. (Mega Pulse, 800MM Repeating Arty, Large Blaster) Again, even with the most attention payed to application, the Barghest falls flat on its face compared to the typhoon when it comes to applying, and doing damage.

The battleship in particular struggles the most in this respect. Please consider adding some type of innate missile application bonus for both ships. If an application bonus is not added, the Orthrus will be yet another LML ship- and the Barghest will be useless outside of rapier / huginn gangs.

Thank you for your consideration.


I've been on a bandwagon that the Raven isn't popular for these very reasons literally since 2007. If the torp raven applied it's damage it wouldn't be so laughable. Take the Golem..it's what the Raven should've been just without the extra tank or Bastion in all honesty. I feel like buffing (reducing) the explorad on torps would be such a huge fix for many issues with many ships personally. Gunboats are literally only superior for this reason alone, applied damage.

Sniping cruise fits are a whole other story of course. The delayed damage is just the role in that case. For brawling however the only real crux is applied damage for anything but a light missile in all honesty. Cruise are probably in the right place as well but nothing unguided for sure, excluding regular heavies which most of the populous agrees on.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#965 - 2014-05-22 07:38:58 UTC
ZecsMarquis wrote:

Sniping cruise fits are a whole other story of course. The delayed damage is just the role in that case. For brawling however the only real crux is applied damage for anything but a light missile in all honesty. Cruise are probably in the right place as well but nothing unguided for sure, excluding regular heavies which most of the populous agrees on.


I find the problem with torps is more their short range, low velocity and terrible ammo size/launcher capacity/amount of reloading.

I don't know how much consideration this is given in balancing stats, but using torps, I'm reloading constantly. High tier railguns are pretty close I guess, but all the other turrets seem to just fire forever. you can't really fit any torps in your cargo, so just shrinking the charge a bit would fix the amount of reloading, and allow my raven to carry 16 different ammo varieties plus cap boosters.

I think the populace is just terrible, heavies are alright if you use their range. I think they were in the right place before the medium LR turret buff.
Arthur Aihaken
CODE.d
#966 - 2014-05-22 07:50:37 UTC
TrouserDeagle wrote:
I find the problem with torps is more their short range, low velocity and terrible ammo size/launcher capacity/amount of reloading.

I don't know how much consideration this is given in balancing stats, but using torps, I'm reloading constantly. High tier railguns are pretty close I guess, but all the other turrets seem to just fire forever. you can't really fit any torps in your cargo, so just shrinking the charge a bit would fix the amount of reloading, and allow my raven to carry 16 different ammo varieties plus cap boosters.

I think the populace is just terrible, heavies are alright if you use their range. I think they were in the right place before the medium LR turret buff.

Torpedoes are kind of in a weird place, with less ammunition capacity and a higher rate of fire. With the Barghest they should have relatively decent range - especially with the use of hydraulic rigs and a +5 implant (39.1km for T2 Rage with V skills). This configuration also deals a fairly impressive alpha of over 10,600 damage. Torpedo velocity should be somewhere in the 10,000m/sec range on the Barghest, making it much more feasible for a torpedo setup.

I am currently away, traveling through time and will be returning last week.

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#967 - 2014-05-22 07:53:33 UTC
Arthur Aihaken wrote:
TrouserDeagle wrote:
I find the problem with torps is more their short range, low velocity and terrible ammo size/launcher capacity/amount of reloading.

I don't know how much consideration this is given in balancing stats, but using torps, I'm reloading constantly. High tier railguns are pretty close I guess, but all the other turrets seem to just fire forever. you can't really fit any torps in your cargo, so just shrinking the charge a bit would fix the amount of reloading, and allow my raven to carry 16 different ammo varieties plus cap boosters.

I think the populace is just terrible, heavies are alright if you use their range. I think they were in the right place before the medium LR turret buff.

Torpedoes are kind of in a weird place, with less ammunition capacity and a higher rate of fire. With the Barghest they should have relatively decent range - especially with the use of hydraulic rigs and a +5 implant (39.1km for T2 Rage with V skills). This configuration also deals a fairly impressive alpha of over 10,600 damage. Torpedo velocity should be somewhere in the 10,000m/sec range on the Barghest, making it much more feasible for a torpedo setup.


they have the same base range as heavy assault missiles, it makes no sense. and yeah, it just seems silly to have a ship whose bonuses compensate for the awful unusable badness of a weapon system, rather than just fixing the weapon system. a typhoon has no such range bonus, so it seriously actually gets 20km range.
Arthur Aihaken
CODE.d
#968 - 2014-05-22 08:08:57 UTC
Here's a twist to an idea with the Mordu's Legion ships. Before anyone objects, let me just pose the question: Why can't a Pirate class have three racial bonuses? Angels get warp speed, Guristas get Hero drones and passive recharge, Blood get infinite vampires, Serpentis get 90% webs, SoE get scanning, cloak and logistics and Sansha gets Maruader-like weapon bonuses. Most of these are buried in the ship stats although the Nestor has several role bonuses. This might actually address the issues raised with respect to an absent Caldari-Minmatar class of ships, and it would also retain the existing bonuses while improving damage application. The tradeoff is the additional requirement of another set of racial skills.

Garmur
Caldari Frigate Bonus per level: 25% bonus to missile damage
Gallente Frigate Bonus per level: 10% bonus to warp scrambler and warp disruptor range
Minmatar Frigate Bonus per level: 5% bonus to missile explosion velocity
Role Bonus: 200% bonus to missile velocity (50% penalty to missile flight time)

Orthrus
Caldari Cruiser Bonus per level: 20% bonus to missile damage
Gallente Cruiser Bonus per level: 10% bonus to warp scrambler and warp disruptor range
Minmatar Cruiser Bonus per level: 5% bonus to missile explosion velocity
Role Bonus: 200% bonus to missile velocity (50% penalty to missile flight time)

Barghest
Caldari Battleship Bonus per level: 7.5% bonus to missile damage
Gallente Battleship Bonus per level: 10% bonus to warp scrambler and warp disruptor range
Minmatar Battleship Bonus per level: 5% bonus to missile explosion velocity
Role Bonus: 200% bonus to missile velocity (50% penalty to missile flight time)

I am currently away, traveling through time and will be returning last week.

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#969 - 2014-05-22 08:16:32 UTC
drop the tackle range bonus for it Lol
Kagura Nikon
Native Freshfood
Minmatar Republic
#970 - 2014-05-22 10:09:14 UTC
Arthur Aihaken wrote:
Here's a twist to an idea with the Mordu's Legion ships. Before anyone objects, let me just pose the question: Why can't a Pirate class have three racial bonuses? Angels get warp speed, Guristas get Hero drones and passive recharge, Blood get infinite vampires, Serpentis get 90% webs, SoE get scanning, cloak and logistics and Sansha gets Maruader-like weapon bonuses. Most of these are buried in the ship stats although the Nestor has several role bonuses. This might actually address the issues raised with respect to an absent Caldari-Minmatar class of ships, and it would also retain the existing bonuses while improving damage application. The tradeoff is the additional requirement of another set of racial skills.

Garmur
Caldari Frigate Bonus per level: 25% bonus to missile damage
Gallente Frigate Bonus per level: 10% bonus to warp scrambler and warp disruptor range
Minmatar Frigate Bonus per level: 5% bonus to missile explosion velocity
Role Bonus: 200% bonus to missile velocity (50% penalty to missile flight time)

Orthrus
Caldari Cruiser Bonus per level: 20% bonus to missile damage
Gallente Cruiser Bonus per level: 10% bonus to warp scrambler and warp disruptor range
Minmatar Cruiser Bonus per level: 5% bonus to missile explosion velocity
Role Bonus: 200% bonus to missile velocity (50% penalty to missile flight time)

Barghest
Caldari Battleship Bonus per level: 7.5% bonus to missile damage
Gallente Battleship Bonus per level: 10% bonus to warp scrambler and warp disruptor range
Minmatar Battleship Bonus per level: 5% bonus to missile explosion velocity
Role Bonus: 200% bonus to missile velocity (50% penalty to missile flight time)


Ok this is the first time I ever write this to one of your posts... but I think you may have had a good idea.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Lephia DeGrande
Luxembourg Space Union
#971 - 2014-05-22 10:21:39 UTC
I would prefer another Pirate Faction with Minmatar/"Amarr or Caldari" requirement for Missile Application Bonus and Web instead, maybe with another Bonus to Missile reload time or Ammo Capacity, because that would form a Missile Brawler which i think its kinda missing.
Kagura Nikon
Native Freshfood
Minmatar Republic
#972 - 2014-05-22 10:36:16 UTC
Lephia DeGrande wrote:
I would prefer another Pirate Faction with Minmatar/"Amarr or Caldari" requirement for Missile Application Bonus and Web instead, maybe with another Bonus to Missile reload time or Ammo Capacity, because that would form a Missile Brawler which i think its kinda missing.



That will not happen. Eve has a well setup and rounded lore. Addign a new faction would need massive backstory rework and is not somethign that can be done only from the game balance team and art team. It would effectively cost too much to be done unless it jsutifies a main plot point in a future expansion.

"If brute force does not solve your problem....  then you are  surely not using enough!"

chaosgrimm
Synth Tech
#973 - 2014-05-22 10:37:00 UTC
Arthur Aihaken wrote:


chaosgrimm wrote:
also, minmatar BS skill

https://i.imgflip.com/7s2ge.jpg

Lol, really? from the guy who asks for more dps every time a battleship pops up in one of these threads.
Kagura Nikon
Native Freshfood
Minmatar Republic
#974 - 2014-05-22 10:37:05 UTC
TrouserDeagle wrote:
drop the tackle range bonus for it Lol



The tackle range bonus is the Best thing on those ships! Specially since in future we are likely havign every single ship in eve have a Micro jump drive.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#975 - 2014-05-22 10:41:34 UTC
Sheimi Madaveda wrote:
Catherine Laartii wrote:
Holy crap...dat frig and cruiser dps... you'll be doing upwards of 300 with the frig, and upwards of 500, possibly 600 with the cruiser. This is going to be amazing.

The missile bonuses you have set up are absolutely brilliant. The massive velocity increase means that damage can apply more realistically, especially with javelins on the garmur. The dps on the cruiser and frigate might be a little too powerful, but we'll have to see. I'm extremely interested to see how their stats play out in a solo/small gang fight.

*snip*


If you're planning to use HML on the Orthrus, you are also planning to have something like a Rapier with you so you can apply that DPS. In other words, don't.

Otherwise, go for the RLML Orthrus that kills most cruisers in a single clip to begin with, at a fairly breakneck DPS using OH'd Furies at 722 or something.

Faction ammo gets 40k damage per clip.

Fury gets 50k per clip.



And sicne when that will be enough to kill another pirate cruiser or a hac?

I will use HAMS on mine.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Caleb Seremshur
Commando Guri
Guristas Pirates
#976 - 2014-05-22 11:50:14 UTC
Kagura Nikon wrote:
Sheimi Madaveda wrote:
Catherine Laartii wrote:
Holy crap...dat frig and cruiser dps... you'll be doing upwards of 300 with the frig, and upwards of 500, possibly 600 with the cruiser. This is going to be amazing.

The missile bonuses you have set up are absolutely brilliant. The massive velocity increase means that damage can apply more realistically, especially with javelins on the garmur. The dps on the cruiser and frigate might be a little too powerful, but we'll have to see. I'm extremely interested to see how their stats play out in a solo/small gang fight.

*snip*


If you're planning to use HML on the Orthrus, you are also planning to have something like a Rapier with you so you can apply that DPS. In other words, don't.

Otherwise, go for the RLML Orthrus that kills most cruisers in a single clip to begin with, at a fairly breakneck DPS using OH'd Furies at 722 or something.

Faction ammo gets 40k damage per clip.

Fury gets 50k per clip.



And sicne when that will be enough to kill another pirate cruiser or a hac?

I will use HAMS on mine.


That depends on buffer or active fit. Most active fits I've ever made (or seen) have a pretty low EHP but very high regen rate, it's the same principle that got Dr Per so many tengu kills if you recall. Just create a scenario where incoming volley damage outright defeats reps, it's not strictly a DPS attrition case.

Also this cruiser getting 40k damage per clip? Really? I need to read the OP again because even the Cerb/Tengu only get 31k each. Tengu at least can push its damage fully OH'd downfield in 20-30 seconds.
chaosgrimm
Synth Tech
#977 - 2014-05-22 12:02:25 UTC
Just throwing an idea out there.

Scrap point range, instead:


Say the awesome missile velocity is from overloading the missile's propulsion system. This causes increased fuel consumption hence the flight time penalty, but also lowers the integrity of the missile, resulting in increased exp rad and/or deceased explosion velocity based on the amount of time the missile is in flight.

Then have the minmatar BS bonus lower the exp rad and/or increase exp velocity.

The result would be kinda like missile falloff and make these ships cool brawlers.
Xequecal
Ministry of War
Amarr Empire
#978 - 2014-05-22 12:21:39 UTC
Kagura Nikon wrote:
And sicne when that will be enough to kill another pirate cruiser or a hac?

I will use HAMS on mine.


Then I hope you're fitting a web, because without one your DPS on pirate cruisers and HACs will be zero. It also kind of makes the point range bonus kind of useless because you have to get into web range to do anything. After MWD, point, and web.....enjoy your 3-slot tank on your billion ISK cruiser.

If you're planning to have someone else tackle, just fly an attack battlecruiser and do tons more DPS from much further away.
elitatwo
Zansha Expansion
#979 - 2014-05-22 13:34:10 UTC
TrouserDeagle wrote:
missiles are fine, fix links. also full speed mwd provides damage reduction.


You haven't used heavy missiles or seen any, did you?

Eve Minions is recruiting.

This is the law of ship progression!

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Sheimi Madaveda
Sebiestor Tribe
Minmatar Republic
#980 - 2014-05-22 14:01:25 UTC
Caleb Seremshur wrote:

That depends on buffer or active fit. Most active fits I've ever made (or seen) have a pretty low EHP but very high regen rate, it's the same principle that got Dr Per so many tengu kills if you recall. Just create a scenario where incoming volley damage outright defeats reps, it's not strictly a DPS attrition case.

Also this cruiser getting 40k damage per clip? Really? I need to read the OP again because even the Cerb/Tengu only get 31k each. Tengu at least can push its damage fully OH'd downfield in 20-30 seconds.



Yeah, it gets that much because it has the same effective turrets as a Cerberus but it lacks a RoF bonus and it's all on the damage skill. DPS with Furies on 3x BCS Orthrus OH'd should lie around 722 or something, which will be pretty cool.

Arma Purgatorium - Once for the State, Now for the King Low Sec, PvP, Industrial - Open for Recruiting http://armapurgatorium.files.wordpress.com/2012/11/arpur_recruit1.pngĀ